Leroy punishers (Tekken 7): Difference between revisions

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| ws4 || i11 || 2.22 || 16 || -6 || Mid
| ws4 || i11 || 2.22 || 16 || -6 || Mid
|-
|-
| ws1,4 || i13 || 2.32 || 30 || -6 HRM || Mid
| ws1,4 || i13 || 2.32 || 30 || -9 HRM || Mid
|-
|-
| ws2 || i15 || 2.34 || 21 ([[Leroy combos#Staples|72]]) || -14 || Mid
| ws2 || i15 || 2.34 || 21 ([[Leroy combos#Staples|72]]) || -14 || Mid

Revision as of 17:40, 15 October 2022

Punishers for tricky moves
Various Slide ws3
Generic FUFT.4 4,4
Alisa
  • b+4,4
  • b+4,4,3+4~1
f,f df+2[1]
  • b+3+4
  • b+3+4,3+4
db+4
  • cc d+3,2
  • FC.df+4,1 uf+3+4,1+2
Asuka b+3
  • f,F+2,2 (hard)[2]
  • f,F+1+2 (hard)
  • b+4 (can whiff)
Claudio f+2,2
  • f,F+3
  • f,F+2,2 (can whiff)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
uf+4
R.f,n,d,df+4,3+4 1+2,1+2,1
Eddy 3~4 uf+4
b+3,3 f+3
Heihachi f,F+2
  • f+4,4 (can whiff)
  • f,F+2,2 (can whiff)
Jack-7 R.b+1+2 f,F+2
d+1+2 b+2
Law db+3+4 df+1,4
Leroy db+1+2 (None)
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
(None)
Paul
  • d+4,2:1+2
  • qcf+2
(None)
Xiaoyu BT.3 (None)
BT.f+3+4,3+4 1,2,3
AOP.4~3 ws3
Standing
Enemy Move Damage Frames
-10 1,2,4 27 +3 HRM
-12 2,2 30 +7
-14 1+2,1+2,1 51 +7a (-2)
-15 df+2,1+2 22 (73) +33a (+23)
Crouching
-10 FC.1 5 +6
-11 ws4 16 +5
-13 ws1,4 30 +3 HRM
-15 ws2 21 (72) +52a
-23 uf,n,4 25 (76) +34a (+24)
Back-turned opponent
-10 1,2,3 37 +20a (+11)
-12 2,1,2,1 60 +16a (+9)
-14 f+2,3,4~4,1+2 88 +12a (+5)
Grounded opponent
-14 d+4 7 -1a (-9)
-15 d+2 8 -4a (-12)
-16 d+3 8 -2a (-10)
-17 db+4 10 -3a (-10)
OTG.db+2,1+2 23 -4a
f,F+1+2 20 -6a (-14)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,2,4 i10 2.07[3] 27 -9 HRM High
2,1 i12 2.19 22 -7 High
2,2 i12 2.19 30 -7/-27[4] High
df+1,4 i13 2.22 28 -9 HRM Mid
1+2,1+2,1 i14 2.30 51 -9[5] High
uf+3+4,1+2 i14 2.63 35 -13[6] Mid
df+2,1+2 i15 2.39 22 (73) -18 Mid
f+4,4 i16 2.57 38 -6/-28[4] Mid
f,F+2,2 i14(~17) ~2.8 21 (72) -15 Mid
ws4 i11 2.22 16 -6 Mid
ws1,4 i13 2.32 30 -9 HRM Mid
ws2 i15 2.34 21 (72) -14 Mid
  1. 1.0 1.1 If Alisa lands, confirm into df+2,1+2.
  2. At tip range, f,F+2 can still punish Asuka b+3, but a small dash is needed.
  3. Jab has more range, but tip range second hit of 1,2 whiffs.
  4. 4.0 4.1 Duckable high.
  5. Can easily hit confirm the last hit.
  6. Opponent can interrupt uf+3+4,1+2 with i11 or faster for CH.